Adam Muratoff

Tag: zbrush

Pixologic Turntable Gallery

by admin on Feb.08, 2010, under ABOUT ME, BLOG, PORTFOLIO, RESUME

I was honored to have been invited to participate in the Pixologic Turntable Gallery. There’s a lot of great art in here and I thank the good folks at Pixologic for their continued commitment to making a 1st class art tool. Below is a link to the gallery on the Pixologic site where my contribution can be found. Thank you.

http://www.pixologic.com/turntable/


New Character - Work In Progress

by admin on Feb.06, 2010, under PORTFOLIO

After playing Assassin’s Creed 2, I had the notion to design my own… a sort of death-cult assassin. I created all the base meshes in Maya, detailed, poly-painted and rendered in Zbrush. I’ve started using Decimation Master to bring the pieces one at a time into Maya so I can generated my Normal Maps in there. I’ve used UV Master for some of the Pieces, while I find it doesn’t serve well in all situations. Albeit the UV’s are clean, I like to have a bit more control over them than UV Master will allow, but still a very welcome addition to Zbrush.


The General

by admin on Oct.30, 2009, under PORTFOLIO

A Low-Poly Character.

This is The General, a low-poly character design based on the feel of Old-World British Navel military. I created The General using Maya, Zbrush and Photoshop. I gathered reference materials from the internet and compiled a comprehensive library of media that I could draw from at any time.

I began making the base meshes in Maya that I could export to Zbrush for detailing later. Here are a few screen shots showing the Facial Blend Shapes, the Rig I created and the Bind Pose (same as the Base Mesh).

This was the final Zbrush, Hi-Poly model that the Normal, Ambient and Cavity maps were generated from. I think it stands at about 51milllion Polys… which is about all my Macbook Pro can handle before it wants to roll over and die.

These are some closer shots of the Hi-Poly, Zbrush models of The General’s weapons. I researched the style of weapon used during this time period by the British Navy and came up with these designs. These are slightly more elaborate than the samples I found in my reference, but it was an artistic decision to do so.

Here is the Base Mesh created in Maya. I can optimize the weapons further by removing some of the edge loops along the majority of the straight, extended parts like the blade, sheath, rifle barrel and so forth. I created them intentionally straight so it would not effect the UV’s if I did so.

Here are the maps I created for The General, excluding the Cavity Maps. I only use the cavity maps for this type of work to subtly enhance the Color Maps where needed.


Human Hunter

by admin on Aug.11, 2009, under PORTFOLIO

Low-Poly Character

This character was heavily inspired by Gears of War and the works of Vitaly Bulgarov. I created most of the base mesh pieces in Maya and some were created using Zspheres. Everything was brought to Maya for Uvs, before being shipped off to Zbrush for detailing. Here are a few shots of the final work.

The rig I created facilitated proper motion of the tubes that are attached to portions of his armor. It’s a little confusing to look at, so I included a few shots to help make things more obvious.

Here is the weapon I made, again inspired by Gears of War.

Here is the Zbrush Hi-Poly model that the Normal, AO, and Cavity maps were generated from.

Here is a shot of the Anatomy I created, before I was certain what the armor would look like.

And finally, here are some of the textures used in these renders.


The Seer - Work In Progress

by admin on Aug.04, 2009, under PORTFOLIO

This is The Seer. She is another Lo-Poly work in progress. Base meshes made in Maya. Some texture and Zbrush detailing have occurred yet, but are still very preliminary.

Low-Poly Character Work In Progress


Female Anatomy Study

by admin on Aug.01, 2009, under PORTFOLIO

This is a Female Anatomy Study I did loosely based on the Pin-up girls of earlier generations. Lo-Poly Base mesh made in Maya and detailed in Zbrush. Textures were made in both Zbrush and Photoshop.

Here is a Wire-Framed Render from within Zbrush


Mecha Armor - Work In Progress

by admin on Jul.22, 2009, under PORTFOLIO

Mecha Armor is a Character I began working on, but have temporarily abandoned for other projects. He is one I would like to come back too and complete, but this is what I have so far. The bust and all mechanical parts were modeled in Maya. Hope you like the bare-bones start.



Archangel

by admin on Jul.22, 2009, under PORTFOLIO

This is an Archangel. I created the entire piece inside of Maya and Photoshop, with only a small amount of help from Zbrush on the Head. This is a Hi-Poly work. I have also Rigged this Character for animation and have yet to post some of my Rigging images and some pose work. The wings, with all those feathers was a particular challenge… not to mention the multi-piece and cumbersome armor.

Hi-Poly Full Front Render with Wings Spread

Hi-Poly Mid Distance with Wings Folded

Hi-Poly, no wings or hair, armor is completed but no compositing here

This is the Hi-Poly Mesh completed, pre textures, lights, etc…

Some initial outfit sketches to get a sense of what I wanted this warrior angel to look like.


Male Anatomy Study

by admin on Jul.22, 2009, under PORTFOLIO

This is a Male Anatomy I built around the cannon of proportions for a Super Hero. Base Mesh in Maya and Textured in Zbrush and Photoshop. Zbrush was also used for the surface detailing.


From Hell

by admin on Jul.07, 2009, under PORTFOLIO

This was a rapid sculpt in Zbrush from a 3DS Max Base Mesh created.


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